WIP - RoShamBo 2D Fighting Game
I'm very excited about my new fighting game in early production. Here is a very early look at some concept art coming to life from my artist. The character is "Sham" aka Paper Champ. She's doing a cute greeting pose before she gets ready to kick some butt. Let me know what you think
Comments
Looks really great , smooth animation i like it.
Looks great. Looking forward to the other characters..
Thanks! Here are the concept artwork for the 3 main characters and their master.
RO - Wandering ex-monk that specializes in Rock fighting technique
Sham - Geisha girl by day but deadly ninja girl by night. Specialize in the Paper Fan technique
BO - Samurai with razor sharp Scissors attacks.
Pai Mei - Grand master of all 3 fighting skills: Rock, Paper, Scissors
@phamtastic Looking forward to following development. Nice animation with cool characters.
I'm a fan already.
Animation looks good so far.
@PhilipCC @The Baron
Thanks guys! I'm getting close to push out a first playable. So excited!!!!
Check out SHAM doing her super moves by combining her two fans together and launching her super attack.
Check out her victory dance by doing the Whip Nae Nae
love the concept! Keen to see how it goes!
Video Gameplay of the first level. Let me know what you think.

Wow this looks really cool. Animation is really good.
I think you might want to have some in-between frames, the animation is a bit jumpy in my opinion.
Also, with the new character design, I don't think the rock-paper-scissors buttons and attack actors really fit in terms of visual design. Too clip-art as opposed to a more hand-drawn feel the rest has.
@pHghost Thanks for feedback.. I'll definitely look into doing some optimization with in-game UI. As for the animation, I don't see the jumpiness but will take a closer look.
Thanks!!!
@phamtastic I think what @pHghost means is that the animations have too few frames, with not enough in-betweening.
For example, an attack animation has a starting point, a mid-attack point, and a finish point that has been drawn and animated in your game. So we're seeing the entire attack play out in 3 different poses. It would be less 'jumpy' and more fluid if more frames were added in-between those major keyframes.
Another way to put it: it almost looks like I'm watching a fight through constantly blinking eyes.
@Adrenaline - I see but that's odd b/c I have roughly 10-12 frames per each animation.
Exactly what I meant.
Do you have a sprite sheet of one of the animations to show, so we can compare it to the video? Might be some bug or something.
@phamtastic
For example, looking at your "victory dance by doing the Whip Nae Nae" animation, I can count about 8-9 frames of animation (some of them repeated as well, though that is not necessarily an issue). That's for 2.5 seconds of animation, which is a rate of 3.6 frames per second. If you want anything smooth-looking, you should be going for at least 10-12 frames per second.